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vcmi/lib/NetPacks.h

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#pragma once
#include "NetPacksBase.h"
#include "BattleAction.h"
#include "mapObjects/CGHeroInstance.h"
#include "ConstTransitivePtr.h"
#include "int3.h"
#include "ResourceSet.h"
#include "CGameStateFwd.h"
#include "mapping/CMapDefines.h"
#include "CObstacleInstance.h"
#include "spells/ViewSpellInt.h"
/*
* NetPacks.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
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class CClient;
class CGameState;
class CGameHandler;
class CConnection;
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class CCampaignState;
class CArtifact;
class CSelectionScreen;
class CGObjectInstance;
class CArtifactInstance;
struct StackLocation;
struct ArtSlotInfo;
struct QuestInfo;
class CMapInfo;
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struct StartInfo;
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struct CPackForClient : public CPack
{
CPackForClient(){};
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CGameState* GS(CClient *cl);
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void applyFirstCl(CClient *cl)//called before applying to gs
{}
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void applyCl(CClient *cl)//called after applying to gs
{}
};
struct CPackForServer : public CPack
{
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PlayerColor player;
CConnection *c;
CGameState* GS(CGameHandler *gh);
CPackForServer():
player(PlayerColor::NEUTRAL),
c(nullptr)
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{
}
bool applyGh(CGameHandler *gh) //called after applying to gs
{
logGlobal->errorStream() << "Should not happen... applying plain CPackForServer";
return false;
}
};
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struct Query : public CPackForClient
{
QueryID queryID; // equals to -1 if it is not an actual query (and should not be answered)
Query()
{
}
};
struct StackLocation
{
ConstTransitivePtr<CArmedInstance> army;
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SlotID slot;
StackLocation()
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{}
StackLocation(const CArmedInstance *Army, SlotID Slot):
army(const_cast<CArmedInstance*>(Army)), //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
slot(Slot)
{
}
DLL_LINKAGE const CStackInstance *getStack();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & army & slot;
}
};
/***********************************************************************************************************/
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struct PackageApplied : public CPackForClient
{
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PackageApplied()
: result(0), packType(0),requestID(0)
{}
PackageApplied(ui8 Result)
: result(Result), packType(0), requestID(0)
{}
void applyCl(CClient *cl);
ui8 result; //0 - something went wrong, request hasn't been realized; 1 - OK
ui32 packType; //type id of applied package
ui32 requestID; //an ID given by client to the request that was applied
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PlayerColor player;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & result & packType & requestID & player;
}
};
struct SystemMessage : public CPackForClient
{
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SystemMessage(const std::string & Text) : text(Text){}
SystemMessage(){}
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void applyCl(CClient *cl);
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std::string text;
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template <typename Handler> void serialize(Handler &h, const int version)
{
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h & text;
}
};
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struct PlayerBlocked : public CPackForClient
{
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PlayerBlocked() : reason(UPCOMING_BATTLE), startOrEnd(BLOCKADE_STARTED) {}
void applyCl(CClient *cl);
enum EReason { UPCOMING_BATTLE, ONGOING_MOVEMENT };
enum EMode { BLOCKADE_STARTED, BLOCKADE_ENDED };
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EReason reason;
EMode startOrEnd;
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PlayerColor player;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & reason & startOrEnd & player;
}
};
struct YourTurn : public CPackForClient
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{
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YourTurn(){}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
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boost::optional<ui8> daysWithoutCastle;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player & daysWithoutCastle;
}
};
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struct SetResources : public CPackForClient
{
SetResources():abs(true){};
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
bool abs; //false - changes by value; 1 - sets to value
PlayerColor player;
TResources res; //res[resid] => res amount
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & abs & player & res;
}
};
struct SetPrimSkill : public CPackForClient
{
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SetPrimSkill()
: abs(0), which(PrimarySkill::ATTACK), val(0)
{}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ui8 abs; //0 - changes by value; 1 - sets to value
ObjectInstanceID id;
PrimarySkill::PrimarySkill which;
si64 val;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & abs & id & which & val;
}
};
struct SetSecSkill : public CPackForClient
{
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SetSecSkill()
: abs(0), val(0)
{}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ui8 abs; //0 - changes by value; 1 - sets to value
ObjectInstanceID id;
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SecondarySkill which;
ui16 val;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & abs & id & which & val;
}
};
struct HeroVisitCastle : public CPackForClient
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{
HeroVisitCastle(){flags=0;};
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ui8 flags; //1 - start
ObjectInstanceID tid, hid;
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bool start() //if hero is entering castle (if false - leaving)
{
return flags & 1;
}
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & flags & tid & hid;
}
};
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struct ChangeSpells : public CPackForClient
{
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ChangeSpells():learn(1){}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ui8 learn; //1 - gives spell, 0 - takes
ObjectInstanceID hid;
std::set<SpellID> spells;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & learn & hid & spells;
}
};
struct SetMana : public CPackForClient
{
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SetMana(){val = 0; absolute=true;}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID hid;
si32 val;
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bool absolute;
template <typename Handler> void serialize(Handler &h, const int version)
{
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h & val & hid & absolute;
}
};
struct SetMovePoints : public CPackForClient
{
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SetMovePoints(){val = 0;}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID hid;
si32 val;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & val & hid;
}
};
struct FoWChange : public CPackForClient
{
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FoWChange(){mode = 0; waitForDialogs = false;}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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std::unordered_set<int3, struct ShashInt3 > tiles;
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PlayerColor player;
ui8 mode; //mode==0 - hide, mode==1 - reveal
bool waitForDialogs;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tiles & player & mode & waitForDialogs;
}
};
struct SetAvailableHeroes : public CPackForClient
{
SetAvailableHeroes()
{
for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
army[i].clear();
}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
si32 hid[GameConstants::AVAILABLE_HEROES_PER_PLAYER]; //-1 if no hero
CSimpleArmy army[GameConstants::AVAILABLE_HEROES_PER_PLAYER];
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player & hid & army;
}
};
struct GiveBonus : public CPackForClient
{
GiveBonus(ui8 Who = 0)
{
who = Who;
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id = 0;
}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
enum {HERO, PLAYER, TOWN};
ui8 who; //who receives bonus, uses enum above
si32 id; //hero. town or player id - whoever receives it
Bonus bonus;
MetaString bdescr;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & bonus & id & bdescr & who;
assert( id != -1);
}
};
struct ChangeObjPos : public CPackForClient
{
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ChangeObjPos()
{
flags = 0;
}
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void applyFirstCl(CClient *cl);
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
ObjectInstanceID objid;
int3 nPos;
ui8 flags; //bit flags: 1 - redraw
template <typename Handler> void serialize(Handler &h, const int version)
{
h & objid & nPos & flags;
}
};
struct PlayerEndsGame : public CPackForClient
{
PlayerEndsGame()
{
}
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
EVictoryLossCheckResult victoryLossCheckResult;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player & victoryLossCheckResult;
}
};
struct RemoveBonus : public CPackForClient
{
RemoveBonus(ui8 Who = 0)
{
who = Who;
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whoID = 0;
source = 0;
id = 0;
}
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
enum {HERO, PLAYER, TOWN};
ui8 who; //who receives bonus, uses enum above
ui32 whoID; //hero, town or player id - whoever loses bonus
//vars to identify bonus: its source
ui8 source;
ui32 id; //source id
//used locally: copy of removed bonus
Bonus bonus;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & source & id & who & whoID;
}
};
struct UpdateCampaignState : public CPackForClient
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{
UpdateCampaignState(){}
std::shared_ptr<CCampaignState> camp;
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void applyCl(CClient *cl);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & camp;
}
};
struct SetCommanderProperty : public CPackForClient
{
enum ECommanderProperty {ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL};
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SetCommanderProperty()
:which(ALIVE), amount(0), additionalInfo(0)
{}
void applyCl(CClient *cl){};
DLL_LINKAGE void applyGs(CGameState *gs);
ObjectInstanceID heroid; //for commander attached to hero
StackLocation sl; //for commander not on the hero?
ECommanderProperty which;
TExpType amount; //0 for dead, >0 for alive
si32 additionalInfo; //for secondary skills choice
Bonus accumulatedBonus;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroid & sl & which & amount & additionalInfo & accumulatedBonus;
}
};
struct AddQuest : public CPackForClient
{
AddQuest(){};
void applyCl(CClient *cl){};
DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
QuestInfo quest;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player & quest;
}
};
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struct PrepareForAdvancingCampaign : public CPackForClient
{
PrepareForAdvancingCampaign(){}
void applyCl(CClient *cl);
template <typename Handler> void serialize(Handler &h, const int version)
{
}
};
struct UpdateArtHandlerLists : public CPackForClient
{
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UpdateArtHandlerLists(){}
std::vector<CArtifact*> treasures, minors, majors, relics;
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & treasures & minors & majors & relics;
}
};
struct UpdateMapEvents : public CPackForClient
{
UpdateMapEvents(){}
std::list<CMapEvent> events;
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & events;
}
};
struct UpdateCastleEvents : public CPackForClient
{
UpdateCastleEvents(){}
ObjectInstanceID town;
std::list<CCastleEvent> events;
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & town & events;
}
};
struct ChangeFormation : public CPackForClient
{
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ChangeFormation():formation(0){}
ObjectInstanceID hid;
ui8 formation;
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid & formation;
}
};
struct RemoveObject : public CPackForClient
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{
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RemoveObject(){}
RemoveObject(ObjectInstanceID ID){id = ID;};
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void applyFirstCl(CClient *cl);
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID id;
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
}
};
struct TryMoveHero : public CPackForClient
{
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TryMoveHero()
: movePoints(0), result(FAILED), humanKnows(false)
{}
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void applyFirstCl(CClient *cl);
void applyCl(CClient *cl);
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void applyGs(CGameState *gs);
enum EResult
{
FAILED, SUCCESS, TELEPORTATION, RESERVED___, BLOCKING_VISIT, EMBARK, DISEMBARK
};
ObjectInstanceID id;
ui32 movePoints;
EResult result; //uses EResult
int3 start, end; //h3m format
std::unordered_set<int3, ShashInt3> fowRevealed; //revealed tiles
boost::optional<int3> attackedFrom; // Set when stepping into endangered tile.
bool humanKnows; //used locally during applying to client
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & result & start & end & movePoints & fowRevealed & attackedFrom;
}
};
struct NewStructures : public CPackForClient
{
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NewStructures():builded(0){}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID tid;
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std::set<BuildingID> bid;
si16 builded;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & bid & builded;
}
};
struct RazeStructures : public CPackForClient
{
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RazeStructures():destroyed(0){}
void applyCl (CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
ObjectInstanceID tid;
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std::set<BuildingID> bid;
si16 destroyed;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & bid & destroyed;
}
};
struct SetAvailableCreatures : public CPackForClient
{
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SetAvailableCreatures(){}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID tid;
std::vector<std::pair<ui32, std::vector<CreatureID> > > creatures;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & creatures;
}
};
struct SetHeroesInTown : public CPackForClient
{
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SetHeroesInTown(){}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID tid, visiting, garrison; //id of town, visiting hero, hero in garrison
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & visiting & garrison;
}
};
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struct HeroRecruited : public CPackForClient
{
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HeroRecruited():hid(-1){}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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si32 hid;//subID of hero
ObjectInstanceID tid;
int3 tile;
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PlayerColor player;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid & tid & tile & player;
}
};
struct GiveHero : public CPackForClient
{
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GiveHero(){}
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void applyFirstCl(CClient *cl);
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID id; //object id
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PlayerColor player;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & player;
}
};
struct OpenWindow : public CPackForClient
{
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OpenWindow():id1(-1),id2(-1){}
void applyCl(CClient *cl);
enum EWindow {EXCHANGE_WINDOW, RECRUITMENT_FIRST, RECRUITMENT_ALL, SHIPYARD_WINDOW, THIEVES_GUILD,
UNIVERSITY_WINDOW, HILL_FORT_WINDOW, MARKET_WINDOW, PUZZLE_MAP, TAVERN_WINDOW};
ui8 window;
si32 id1, id2;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & window & id1 & id2;
}
};
struct NewObject : public CPackForClient
{
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NewObject():subID(0){}
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
Obj ID;
ui32 subID;
int3 pos;
ObjectInstanceID id; //used locally, filled during applyGs
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & subID & pos;
}
};
struct SetAvailableArtifacts : public CPackForClient
{
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SetAvailableArtifacts():id(0){}
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
si32 id; //two variants: id < 0: set artifact pool for Artifact Merchants in towns; id >= 0: set pool for adv. map Black Market (id is the id of Black Market instance then)
std::vector<const CArtifact *> arts;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & arts;
}
};
struct NewArtifact : public CPackForClient
{
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NewArtifact(){}
//void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
ConstTransitivePtr<CArtifactInstance> art;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & art;
}
};
struct CGarrisonOperationPack : CPackForClient
{
};
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struct CArtifactOperationPack : CPackForClient
{
};
struct ChangeStackCount : CGarrisonOperationPack
{
StackLocation sl;
TQuantity count;
ui8 absoluteValue; //if not -> count will be added (or subtracted if negative)
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & sl & count & absoluteValue;
}
};
struct SetStackType : CGarrisonOperationPack
{
StackLocation sl;
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const CCreature *type;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & sl & type;
}
};
struct EraseStack : CGarrisonOperationPack
{
StackLocation sl;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & sl;
}
};
struct SwapStacks : CGarrisonOperationPack
{
StackLocation sl1, sl2;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & sl1 & sl2;
}
};
struct InsertNewStack : CGarrisonOperationPack
{
StackLocation sl;
CStackBasicDescriptor stack;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & sl & stack;
}
};
///moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
struct RebalanceStacks : CGarrisonOperationPack
{
StackLocation src, dst;
TQuantity count;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & src & dst & count;
}
};
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struct GetEngagedHeroIds : boost::static_visitor<boost::optional<ObjectInstanceID>>
{
boost::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
{
return h->id;
}
boost::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CStackInstance> &s) const
{
if(s->armyObj && s->armyObj->ID == Obj::HERO)
return s->armyObj->id;
return boost::optional<ObjectInstanceID>();
}
};
struct PutArtifact : CArtifactOperationPack
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{
ArtifactLocation al;
ConstTransitivePtr<CArtifactInstance> art;
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & al & art;
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}
};
struct EraseArtifact : CArtifactOperationPack
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{
ArtifactLocation al;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & al;
}
};
struct MoveArtifact : CArtifactOperationPack
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{
ArtifactLocation src, dst;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & src & dst;
}
};
struct AssembledArtifact : CArtifactOperationPack
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{
ArtifactLocation al; //where assembly will be put
CArtifact *builtArt;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & al & builtArt/* & constituents*/;
}
};
struct DisassembledArtifact : CArtifactOperationPack
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{
ArtifactLocation al;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & al;
}
};
struct HeroVisit : CPackForClient
{
const CGHeroInstance *hero;
const CGObjectInstance *obj;
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PlayerColor player; //if hero was killed during the visit, its color is already reset
bool starting; //false -> ending
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
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h & hero & obj & player & starting;
}
};
struct NewTurn : public CPackForClient
{
enum weekType {NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION};
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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struct Hero
{
ObjectInstanceID id;
ui32 move, mana; //id is a general serial id
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & move & mana;
}
bool operator<(const Hero&h)const{return id < h.id;}
};
std::set<Hero> heroes; //updates movement and mana points
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std::map<PlayerColor, TResources> res; //player ID => resource value[res_id]
std::map<ObjectInstanceID, SetAvailableCreatures> cres;//creatures to be placed in towns
ui32 day;
ui8 specialWeek; //weekType
CreatureID creatureid; //for creature weeks
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NewTurn():day(0),specialWeek(0){};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroes & cres & res & day & specialWeek & creatureid;
}
};
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struct InfoWindow : public CPackForClient //103 - displays simple info window
{
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void applyCl(CClient *cl);
MetaString text;
std::vector<Component> components;
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PlayerColor player;
ui16 soundID;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & text & components & player & soundID;
}
InfoWindow()
{
soundID = 0;
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}
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};
namespace ObjProperty
{
enum {OWNER = 1, BLOCKVIS = 2, PRIMARY_STACK_COUNT = 3, VISITORS = 4, VISITED = 5, ID = 6, AVAILABLE_CREATURE = 7, SUBID = 8,
MONSTER_COUNT = 10, MONSTER_POWER = 11, MONSTER_EXP = 12, MONSTER_RESTORE_TYPE = 13, MONSTER_REFUSED_JOIN,
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//town-specific
STRUCTURE_ADD_VISITING_HERO, STRUCTURE_CLEAR_VISITORS, STRUCTURE_ADD_GARRISONED_HERO, //changing buildings state
BONUS_VALUE_FIRST, BONUS_VALUE_SECOND, //used in Rampart for special building that generates resources (storing resource type and quantity)
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//creature-bank specific
BANK_DAYCOUNTER, BANK_RESET, BANK_CLEAR,
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//object with reward
REWARD_RESET, REWARD_SELECT
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};
}
struct SetObjectProperty : public CPackForClient
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{
DLL_LINKAGE void applyGs(CGameState *gs);
void applyCl(CClient *cl);
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ObjectInstanceID id;
ui8 what; // see ObjProperty enum
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ui32 val;
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SetObjectProperty():what(0),val(0){}
SetObjectProperty(ObjectInstanceID ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){};
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & what & val;
}
};
struct ChangeObjectVisitors : public CPackForClient
{
enum VisitMode
{
VISITOR_ADD, // mark hero as one that have visited this object
VISITOR_ADD_TEAM, // mark team as one that have visited this object
VISITOR_REMOVE, // unmark visitor, reversed to ADD
VISITOR_CLEAR // clear all visitors from this object (object reset)
};
ui32 mode; // uses VisitMode enum
ObjectInstanceID object;
ObjectInstanceID hero; // note: hero owner will be also marked as "visited" this object
DLL_LINKAGE void applyGs(CGameState *gs);
ChangeObjectVisitors()
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: mode(VISITOR_CLEAR)
{}
ChangeObjectVisitors(ui32 mode, ObjectInstanceID object, ObjectInstanceID heroID = ObjectInstanceID(-1)):
mode(mode),
object(object),
hero(heroID)
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{}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & object & hero & mode;
}
};
struct PrepareHeroLevelUp : public CPackForClient
{
DLL_LINKAGE void applyGs(CGameState *gs);
const CGHeroInstance *hero;
/// Do not serialize, used by server only
std::vector<SecondarySkill> skills;
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PrepareHeroLevelUp():hero(nullptr){}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hero;
}
};
struct HeroLevelUp : public Query
{
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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const CGHeroInstance *hero;
PrimarySkill::PrimarySkill primskill;
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std::vector<SecondarySkill> skills;
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HeroLevelUp():hero(nullptr),primskill(PrimarySkill::ATTACK){}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & queryID & hero & primskill & skills;
}
};
struct CommanderLevelUp : public Query
{
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
const CGHeroInstance *hero;
std::vector<ui32> skills; //0-5 - secondary skills, val-100 - special skill
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CommanderLevelUp():hero(nullptr){}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & queryID & hero & skills;
}
};
//A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
//Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/... - first/second/... component selected and OK pressed
//Until sending reply player won't be allowed to take any actions
struct BlockingDialog : public Query
{
enum {ALLOW_CANCEL = 1, SELECTION = 2};
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void applyCl(CClient *cl);
MetaString text;
std::vector<Component> components;
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PlayerColor player;
ui8 flags;
ui16 soundID;
bool cancel() const
{
return flags & ALLOW_CANCEL;
}
bool selection() const
{
return flags & SELECTION;
}
BlockingDialog(bool yesno, bool Selection)
{
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flags = 0;
soundID = 0;
if(yesno) flags |= ALLOW_CANCEL;
if(Selection) flags |= SELECTION;
}
BlockingDialog()
{
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flags = 0;
soundID = 0;
};
void addResourceComponents(TResources resources)
{
for(TResources::nziterator i(resources); i.valid(); i++)
components.push_back(Component(Component::RESOURCE, i->resType, i->resVal, 0));
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & queryID & text & components & player & flags & soundID;
}
};
struct GarrisonDialog : public Query
{
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GarrisonDialog():removableUnits(false){}
void applyCl(CClient *cl);
ObjectInstanceID objid, hid;
bool removableUnits;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & queryID & objid & hid & removableUnits;
}
};
struct ExchangeDialog : public Query
{
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ExchangeDialog()
{
heroes = {nullptr,nullptr};
}
void applyCl(CClient *cl);
std::array<const CGHeroInstance*, 2> heroes;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & queryID & heroes;
}
};
struct TeleportDialog : public Query
{
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TeleportDialog()
: hero(nullptr), impassable(false)
{}
TeleportDialog(const CGHeroInstance *Hero, TeleportChannelID Channel)
: hero(Hero), channel(Channel), impassable(false)
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{}
void applyCl(CClient *cl);
const CGHeroInstance *hero;
TeleportChannelID channel;
TTeleportExitsList exits;
bool impassable;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & queryID & hero & channel & exits & impassable;
}
};
struct BattleInfo;
struct BattleStart : public CPackForClient
{
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BattleStart()
:info(nullptr)
{}
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void applyFirstCl(CClient *cl);
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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BattleInfo * info;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & info;
}
};
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struct BattleNextRound : public CPackForClient
{
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BattleNextRound():round(0){};
void applyFirstCl(CClient *cl);
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs( CGameState *gs );
si32 round;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & round;
}
};
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struct BattleSetActiveStack : public CPackForClient
{
BattleSetActiveStack()
{
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stack = 0;
askPlayerInterface = true;
}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ui32 stack;
ui8 askPlayerInterface;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stack & askPlayerInterface;
}
};
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struct BattleResult : public CPackForClient
{
enum EResult {NORMAL = 0, ESCAPE = 1, SURRENDER = 2};
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BattleResult()
: result(NORMAL), winner(2)
{
exp[0] = 0;
exp[1] = 0;
};
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void applyFirstCl(CClient *cl);
void applyGs(CGameState *gs);
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EResult result;
ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
TExpType exp[2]; //exp for attacker and defender
std::set<ArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
template <typename Handler> void serialize(Handler &h, const int version)
{
h & result & winner & casualties[0] & casualties[1] & exp & artifacts;
}
};
struct BattleStackMoved : public CPackForClient
{
ui32 stack;
std::vector<BattleHex> tilesToMove;
ui8 distance, teleporting;
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BattleStackMoved()
:stack(0), distance(0), teleporting(0)
{};
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void applyFirstCl(CClient *cl);
void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stack & tilesToMove & distance;
}
};
struct StacksHealedOrResurrected : public CPackForClient
{
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StacksHealedOrResurrected()
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:lifeDrain(false), tentHealing(false), drainedFrom(0), cure(false), canOverheal(false)
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{}
DLL_LINKAGE void applyGs(CGameState *gs);
void applyCl(CClient *cl);
struct HealInfo
{
ui32 stackID;
ui32 healedHP;
bool lowLevelResurrection; //in case this stack is resurrected by this heal, it will be marked as SUMMONED //TODO: replace with separate counter
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stackID & healedHP & lowLevelResurrection;
}
};
std::vector<HealInfo> healedStacks;
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bool lifeDrain; //if true, this heal is an effect of life drain or soul steal
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bool tentHealing; //if true, than it's healing via First Aid Tent
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si32 drainedFrom; //if life drain or soul steal - then stack life was drain from, if tentHealing - stack that is a healer
bool cure; //archangel cast also remove negative effects
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bool canOverheal; //to allow healing over initial stack amount
template <typename Handler> void serialize(Handler &h, const int version)
{
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h & healedStacks & lifeDrain & tentHealing & drainedFrom;
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h & cure & canOverheal;
}
};
struct BattleStackAttacked : public CPackForClient
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{
BattleStackAttacked():
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stackAttacked(0), attackerID(0),
newAmount(0), newHP(0), killedAmount(0), damageAmount(0),
flags(0), effect(0), spellID(SpellID::NONE)
{};
void applyFirstCl(CClient * cl);
//void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ui32 stackAttacked, attackerID;
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ui32 newAmount, newHP, killedAmount, damageAmount;
enum EFlags {KILLED = 1, EFFECT = 2/*deprecated */, SECONDARY = 4, REBIRTH = 8, CLONE_KILLED = 16, SPELL_EFFECT = 32 /*, BONUS_EFFECT = 64 */};
ui32 flags; //uses EFlags (above)
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ui32 effect; //set only if flag EFFECT is set
SpellID spellID; //only if flag SPELL_EFFECT is set
std::vector<StacksHealedOrResurrected> healedStacks; //used when life drain
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bool killed() const//if target stack was killed
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{
return flags & KILLED || flags & CLONE_KILLED;
}
bool cloneKilled() const
{
return flags & CLONE_KILLED;
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}
bool isEffect() const//if stack has been attacked by a spell
{
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return flags & EFFECT;
}
bool isSecondary() const//if stack was not a primary target (receives no spell effects)
{
return flags & SECONDARY;
}
///Attacked with spell (SPELL_LIKE_ATTACK)
bool isSpell() const
{
return flags & SPELL_EFFECT;
}
bool willRebirth() const//resurrection, e.g. Phoenix
{
return flags & REBIRTH;
}
bool lifeDrain() const //if this attack involves life drain effect
{
return healedStacks.size() > 0;
}
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & stackAttacked & attackerID & newAmount & newHP & flags & killedAmount & damageAmount & effect
& healedStacks;
h & spellID;
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}
bool operator<(const BattleStackAttacked &b) const
{
return stackAttacked < b.stackAttacked;
}
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};
struct BattleAttack : public CPackForClient
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{
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BattleAttack()
: stackAttacking(0), flags(0), spellID(SpellID::NONE)
{};
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void applyFirstCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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void applyCl(CClient *cl);
std::vector<BattleStackAttacked> bsa;
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ui32 stackAttacking;
ui32 flags; //uses Eflags (below)
enum EFlags{SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32, SPELL_LIKE = 64};
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SpellID spellID; //for SPELL_LIKE
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bool shot() const//distance attack - decrease number of shots
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{
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return flags & SHOT;
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}
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bool counter() const//is it counterattack?
{
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return flags & COUNTER;
}
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bool lucky() const
{
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return flags & LUCKY;
}
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bool unlucky() const
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{
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return flags & UNLUCKY;
}
bool ballistaDoubleDmg() const //if it's ballista attack and does double dmg
{
return flags & BALLISTA_DOUBLE_DMG;
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}
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bool deathBlow() const
{
return flags & DEATH_BLOW;
}
bool spellLike() const
{
return flags & SPELL_LIKE;
}
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & bsa & stackAttacking & flags & spellID;
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}
};
struct StartAction : public CPackForClient
{
StartAction(){};
StartAction(const BattleAction &act){ba = act; };
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void applyFirstCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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BattleAction ba;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ba;
}
};
struct EndAction : public CPackForClient
{
EndAction(){};
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void applyCl(CClient *cl);
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template <typename Handler> void serialize(Handler &h, const int version)
{
}
};
struct BattleSpellCast : public CPackForClient
{
///custom effect (resistance, reflection, etc)
struct CustomEffect
{
/// WoG AC format
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ui32 effect;
ui32 stack;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & effect & stack;
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}
};
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BattleSpellCast()
{
side = 0;
id = 0;
skill = 0;
manaGained = 0;
casterStack = -1;
castByHero = true;
};
DLL_LINKAGE void applyGs(CGameState *gs);
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void applyCl(CClient *cl);
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ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender
ui32 id; //id of spell
ui8 skill; //caster's skill level
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ui8 manaGained; //mana channeling ability
BattleHex tile; //destination tile (may not be set in some global/mass spells
std::vector<CustomEffect> customEffects;
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std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
si32 casterStack;// -1 if not cated by creature, >=0 caster stack ID
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bool castByHero; //if true - spell has been cast by hero, otherwise by a creature
std::vector<MetaString> battleLog;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & side & id & skill & manaGained & tile & customEffects & affectedCres & casterStack & castByHero;
h & battleLog;
}
};
struct SetStackEffect : public CPackForClient
{
SetStackEffect(){};
DLL_LINKAGE void applyGs(CGameState *gs);
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void applyCl(CClient *cl);
std::vector<ui32> stacks; //affected stacks (IDs)
std::vector<Bonus> effect; //bonuses to apply
std::vector<std::pair<ui32, Bonus> > uniqueBonuses; //bonuses per single stack
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stacks & effect & uniqueBonuses;
}
};
struct StacksInjured : public CPackForClient
{
StacksInjured(){}
DLL_LINKAGE void applyGs(CGameState *gs);
void applyCl(CClient *cl);
std::vector<BattleStackAttacked> stacks;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stacks;
}
};
struct BattleResultsApplied : public CPackForClient
{
BattleResultsApplied(){}
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PlayerColor player1, player2;
void applyCl(CClient *cl);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player1 & player2;
}
};
struct ObstaclesRemoved : public CPackForClient
{
ObstaclesRemoved(){}
DLL_LINKAGE void applyGs(CGameState *gs);
void applyCl(CClient *cl);
std::set<si32> obstacles; //uniqueIDs of removed obstacles
template <typename Handler> void serialize(Handler &h, const int version)
{
h & obstacles;
}
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};
struct ELF_VISIBILITY CatapultAttack : public CPackForClient
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{
struct AttackInfo
{
si16 destinationTile;
ui8 attackedPart;
ui8 damageDealt;
DLL_LINKAGE std::string toString() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & destinationTile & attackedPart & damageDealt;
}
};
DLL_LINKAGE CatapultAttack();
DLL_LINKAGE ~CatapultAttack();
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DLL_LINKAGE void applyGs(CGameState *gs);
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void applyCl(CClient *cl);
DLL_LINKAGE std::string toString() const override;
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std::vector< AttackInfo > attackedParts;
int attacker; //if -1, then a spell caused this
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & attackedParts & attacker;
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}
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};
DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CatapultAttack::AttackInfo & attackInfo);
struct BattleStacksRemoved : public CPackForClient
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{
BattleStacksRemoved(){}
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DLL_LINKAGE void applyGs(CGameState *gs);
void applyFirstCl(CClient *cl);//inform client before stack objects are destroyed
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std::set<ui32> stackIDs; //IDs of removed stacks
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stackIDs;
}
};
struct BattleStackAdded : public CPackForClient
{
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BattleStackAdded()
: attacker(0), amount(0), pos(0), summoned(0), newStackID(0)
{};
DLL_LINKAGE void applyGs(CGameState *gs);
void applyCl(CClient *cl);
int attacker; // if true, stack belongs to attacker
CreatureID creID;
int amount;
int pos;
int summoned; //if true, remove it afterwards
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///Actual stack ID, set on apply, do not serialize
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int newStackID;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & attacker & creID & amount & pos & summoned;
}
};
struct BattleSetStackProperty : public CPackForClient
{
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BattleSetStackProperty()
: stackID(0), which(CASTS), val(0), absolute(0)
{};
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enum BattleStackProperty {CASTS, ENCHANTER_COUNTER, UNBIND, CLONED, HAS_CLONE};
DLL_LINKAGE void applyGs(CGameState *gs);
int stackID;
BattleStackProperty which;
int val;
int absolute;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stackID & which & val & absolute;
}
};
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///activated at the beginning of turn
struct BattleTriggerEffect : public CPackForClient
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{
BattleTriggerEffect()
: stackID(0), effect(0), val(0), additionalInfo(0)
{};
DLL_LINKAGE void applyGs(CGameState *gs); //effect
void applyCl(CClient *cl); //play animations & stuff
int stackID;
int effect; //use corresponding Bonus type
int val;
int additionalInfo;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stackID & effect & val & additionalInfo;
}
};
struct BattleObstaclePlaced : public CPackForClient
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{
BattleObstaclePlaced(){};
DLL_LINKAGE void applyGs(CGameState *gs); //effect
void applyCl(CClient *cl); //play animations & stuff
std::shared_ptr<CObstacleInstance> obstacle;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & obstacle;
}
};
struct BattleUpdateGateState : public CPackForClient
{
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BattleUpdateGateState():state(EGateState::NONE){};
void applyFirstCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
EGateState state;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & state;
}
};
struct ShowInInfobox : public CPackForClient
{
ShowInInfobox(){};
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PlayerColor player;
Component c;
MetaString text;
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void applyCl(CClient *cl);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player & c & text;
}
};
struct AdvmapSpellCast : public CPackForClient
{
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AdvmapSpellCast():caster(nullptr){}
const CGHeroInstance * caster;//todo: replace with ObjectInstanceID
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SpellID spellID;
void applyCl(CClient *cl);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & caster & spellID;
}
};
struct ShowWorldViewEx : public CPackForClient
{
PlayerColor player;
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std::vector<ObjectPosInfo> objectPositions;
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ShowWorldViewEx(){}
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void applyCl(CClient *cl);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & player & objectPositions;
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}
};
/***********************************************************************************************************/
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struct CommitPackage : public CPackForServer
{
bool freePack; //for local usage, DO NOT serialize
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bool applyGh(CGameHandler *gh);
CPackForClient *packToCommit;
CommitPackage()
{
freePack = true;
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packToCommit = nullptr;
}
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~CommitPackage()
{
if(freePack)
delete packToCommit;
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}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & packToCommit;
}
};
struct CloseServer : public CPackForServer
{
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{}
};
struct EndTurn : public CPackForServer
{
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{}
};
struct DismissHero : public CPackForServer
{
DismissHero(){};
DismissHero(ObjectInstanceID HID) : hid(HID) {};
ObjectInstanceID hid;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid;
}
};
struct MoveHero : public CPackForServer
{
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MoveHero():transit(false){};
MoveHero(const int3 &Dest, ObjectInstanceID HID, bool Transit) : dest(Dest), hid(HID), transit(Transit) {};
int3 dest;
ObjectInstanceID hid;
bool transit;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & dest & hid & transit;
}
};
struct CastleTeleportHero : public CPackForServer
{
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CastleTeleportHero():source(0){};
CastleTeleportHero(const ObjectInstanceID HID, ObjectInstanceID Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){};
ObjectInstanceID dest;
ObjectInstanceID hid;
si8 source;//who give teleporting, 1=castle gate
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & dest & hid;
}
};
struct ArrangeStacks : public CPackForServer
{
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ArrangeStacks():what(0), val(0){};
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ArrangeStacks(ui8 W, SlotID P1, SlotID P2, ObjectInstanceID ID1, ObjectInstanceID ID2, si32 VAL)
:what(W),p1(P1),p2(P2),id1(ID1),id2(ID2),val(VAL) {};
ui8 what; //1 - swap; 2 - merge; 3 - split
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SlotID p1, p2; //positions of first and second stack
ObjectInstanceID id1, id2; //ids of objects with garrison
si32 val;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & what & p1 & p2 & id1 & id2 & val;
}
};
struct DisbandCreature : public CPackForServer
{
DisbandCreature(){};
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DisbandCreature(SlotID Pos, ObjectInstanceID ID):pos(Pos),id(ID){};
SlotID pos; //stack pos
ObjectInstanceID id; //object id
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & pos & id;
}
};
struct BuildStructure : public CPackForServer
{
BuildStructure(){};
BuildStructure(ObjectInstanceID TID, BuildingID BID):tid(TID), bid(BID){};
ObjectInstanceID tid; //town id
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BuildingID bid; //structure id
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & bid;
}
};
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struct RazeStructure : public BuildStructure
{
RazeStructure(){};
bool applyGh(CGameHandler *gh);
};
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struct RecruitCreatures : public CPackForServer
{
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RecruitCreatures():amount(0), level(0){};
RecruitCreatures(ObjectInstanceID TID, ObjectInstanceID DST, CreatureID CRID, si32 Amount, si32 Level):
tid(TID), dst(DST), crid(CRID), amount(Amount), level(Level){};
ObjectInstanceID tid; //dwelling id, or town
ObjectInstanceID dst; //destination ID, e.g. hero
CreatureID crid;
ui32 amount;//creature amount
si32 level;//dwelling level to buy from, -1 if any
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & dst & crid & amount & level;
}
};
struct UpgradeCreature : public CPackForServer
{
UpgradeCreature(){};
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UpgradeCreature(SlotID Pos, ObjectInstanceID ID, CreatureID CRID):pos(Pos),id(ID), cid(CRID){};
SlotID pos; //stack pos
ObjectInstanceID id; //object id
CreatureID cid; //id of type to which we want make upgrade
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & pos & id & cid;
}
};
struct GarrisonHeroSwap : public CPackForServer
{
GarrisonHeroSwap(){};
GarrisonHeroSwap(ObjectInstanceID TID):tid(TID){};
ObjectInstanceID tid;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid;
}
};
struct ExchangeArtifacts : public CPackForServer
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//TODO: allow exchange between heroes, stacks and commanders
{
ArtifactLocation src, dst;
ExchangeArtifacts(){};
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & src & dst;
}
};
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struct AssembleArtifacts : public CPackForServer
{
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AssembleArtifacts():assemble(false){};
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AssembleArtifacts(ObjectInstanceID _heroID, ArtifactPosition _artifactSlot, bool _assemble, ArtifactID _assembleTo)
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: heroID(_heroID), artifactSlot(_artifactSlot), assemble(_assemble), assembleTo(_assembleTo){};
ObjectInstanceID heroID;
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ArtifactPosition artifactSlot;
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bool assemble; // True to assemble artifact, false to disassemble.
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ArtifactID assembleTo; // Artifact to assemble into.
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bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroID & artifactSlot & assemble & assembleTo;
}
};
struct BuyArtifact : public CPackForServer
{
BuyArtifact(){};
BuyArtifact(ObjectInstanceID HID, ArtifactID AID):hid(HID),aid(AID){};
ObjectInstanceID hid;
ArtifactID aid;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid & aid;
}
};
struct TradeOnMarketplace : public CPackForServer
{
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TradeOnMarketplace()
:market(nullptr), hero(nullptr), mode(EMarketMode::RESOURCE_RESOURCE), r1(0), r2(0), val(0)
{};
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const CGObjectInstance *market; //todo: replace with ObjectInstanceID
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const CGHeroInstance *hero; //needed when trading artifacts / creatures
EMarketMode::EMarketMode mode;
ui32 r1, r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
ui32 val; //units of sold resource
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
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h & market & hero & mode & r1 & r2 & val;
}
};
struct SetFormation : public CPackForServer
{
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SetFormation():formation(0){};
SetFormation(ObjectInstanceID HID, ui8 Formation):hid(HID),formation(Formation){};
ObjectInstanceID hid;
ui8 formation;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid & formation;
}
};
struct HireHero : public CPackForServer
{
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HireHero():hid(0){};
HireHero(si32 HID, ObjectInstanceID TID):hid(HID),tid(TID){};
si32 hid; //available hero serial
ObjectInstanceID tid; //town (tavern) id
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PlayerColor player;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
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h & hid & tid & player;
}
};
struct BuildBoat : public CPackForServer
{
BuildBoat(){};
ObjectInstanceID objid; //where player wants to buy a boat
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & objid;
}
};
struct QueryReply : public CPackForServer
{
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QueryReply():answer(0){};
QueryReply(QueryID QID, ui32 Answer):qid(QID),answer(Answer){};
QueryID qid;
ui32 answer; //hero and artifact id
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PlayerColor player;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & qid & answer & player;
}
};
struct MakeAction : public CPackForServer
{
MakeAction(){};
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MakeAction(const BattleAction &BA):ba(BA){};
BattleAction ba;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ba;
}
};
struct MakeCustomAction : public CPackForServer
{
MakeCustomAction(){};
MakeCustomAction(const BattleAction &BA):ba(BA){};
BattleAction ba;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ba;
}
};
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struct DigWithHero : public CPackForServer
{
DigWithHero(){}
ObjectInstanceID id; //digging hero id
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bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
}
};
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struct CastAdvSpell : public CPackForServer
{
CastAdvSpell(){}
ObjectInstanceID hid; //hero id
SpellID sid; //spell id
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int3 pos; //selected tile (not always used)
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid & sid & pos;
}
};
/***********************************************************************************************************/
struct SaveGame : public CPackForClient, public CPackForServer
{
SaveGame(){};
SaveGame(const std::string &Fname) :fname(Fname){};
std::string fname;
void applyCl(CClient *cl);
void applyGs(CGameState *gs){};
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & fname;
}
};
struct PlayerMessage : public CPackForClient, public CPackForServer
{
PlayerMessage(){};
PlayerMessage(PlayerColor Player, const std::string &Text, ObjectInstanceID obj)
:player(Player),text(Text), currObj(obj)
{};
void applyCl(CClient *cl);
void applyGs(CGameState *gs){};
bool applyGh(CGameHandler *gh);
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PlayerColor player;
std::string text;
ObjectInstanceID currObj; // optional parameter that specifies current object. For cheats :)
template <typename Handler> void serialize(Handler &h, const int version)
{
h & text & player & currObj;
}
};
struct CenterView : public CPackForClient
{
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CenterView():focusTime(0){};
void applyCl(CClient *cl);
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PlayerColor player;
int3 pos;
ui32 focusTime; //ms
template <typename Handler> void serialize(Handler &h, const int version)
{
h & pos & player & focusTime;
}
};
/***********************************************************************************************************/
struct CPackForSelectionScreen : public CPack
{
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void apply(CSelectionScreen *selScreen) {} // implemented in CPreGame.cpp
};
class CPregamePackToPropagate : public CPackForSelectionScreen
{};
class CPregamePackToHost : public CPackForSelectionScreen
{};
struct ChatMessage : public CPregamePackToPropagate
{
std::string playerName, message;
void apply(CSelectionScreen *selScreen);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & playerName & message;
}
};
struct QuitMenuWithoutStarting : public CPregamePackToPropagate
{
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
template <typename Handler> void serialize(Handler &h, const int version)
{}
};
struct PlayerJoined : public CPregamePackToHost
{
std::string playerName;
ui8 connectionID;
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
template <typename Handler> void serialize(Handler &h, const int version)
{
h & playerName & connectionID;
}
};
struct ELF_VISIBILITY SelectMap : public CPregamePackToPropagate
{
const CMapInfo *mapInfo;
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bool free;//local flag, do not serialize
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DLL_LINKAGE SelectMap(const CMapInfo &src);
DLL_LINKAGE SelectMap();
DLL_LINKAGE ~SelectMap();
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
template <typename Handler> void serialize(Handler &h, const int version)
{
h & mapInfo;
}
};
struct ELF_VISIBILITY UpdateStartOptions : public CPregamePackToPropagate
{
StartInfo *options;
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bool free;//local flag, do not serialize
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
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DLL_LINKAGE UpdateStartOptions(StartInfo &src);
DLL_LINKAGE UpdateStartOptions();
DLL_LINKAGE ~UpdateStartOptions();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & options;
}
};
struct PregameGuiAction : public CPregamePackToPropagate
{
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enum {NO_TAB, OPEN_OPTIONS, OPEN_SCENARIO_LIST, OPEN_RANDOM_MAP_OPTIONS}
action;
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
template <typename Handler> void serialize(Handler &h, const int version)
{
h & action;
}
};
struct RequestOptionsChange : public CPregamePackToHost
{
enum EWhat {TOWN, HERO, BONUS};
ui8 what;
si8 direction; //-1 or +1
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ui8 playerID;
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RequestOptionsChange(ui8 What, si8 Dir, ui8 Player)
:what(What), direction(Dir), playerID(Player)
{}
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RequestOptionsChange()
:what(0), direction(0), playerID(0)
{}
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
template <typename Handler> void serialize(Handler &h, const int version)
{
h & what & direction & playerID;
}
};
struct PlayerLeft : public CPregamePackToPropagate
{
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ui8 playerID;
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
template <typename Handler> void serialize(Handler &h, const int version)
{
h & playerID;
}
};
struct PlayersNames : public CPregamePackToPropagate
{
public:
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std::map<ui8, std::string> playerNames;
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
template <typename Handler> void serialize(Handler &h, const int version)
{
h & playerNames;
}
};
struct StartWithCurrentSettings : public CPregamePackToPropagate
{
public:
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
template <typename Handler> void serialize(Handler &h, const int version)
{
//h & playerNames;
}
};